As an assassin, you start with 1d8 for hit points, the roll of which is always deemed to be maximum, or 8 h.p. to start. Due to the recent change of assassin to thief, the constitution bonus is not +2 but +4, as it would be for any fighter. Therefore, this gives you 12 h.p. Because you weigh 191 lbs., you get a d8 for mass hit points. I rolled a 5, so your character starts with 17 hit points.

Your birthplace is Golnow, in Further Pomerania. This is modern-day northwest Poland, near the Baltic Sea, where there is a half-orc colony of about 300, a quarter of the town. The colony was founded by mercenary soldiers from Cumana, who fought in Poland in the 1630s.

Your maximum encumbrance is 202 lbs. You do not suffer any movement penalty if you carry 81 lbs. or less.

Natural armor class is 10. Your THAC0 is 20.

You start with three proficiencies. Remember to consider these as "soft" choices. Also note your benefits with spear or javelin. See drive.

Then, have a look at the Assassin Sage Abilities. Like before, you will need to pick a field and then a study in that field. NOTE, because of your background, you may also take any study from any class (but not the field surrounding that study), in which you will also gain 10 points of knowledge.

As a fighter, you get d10 for hit points. Starting at maximum, you add one for your constitution, making 11 h.p. You weigh 143 lbs., which just barely gets you into a d8 for mass. I've rolled a 5. That starts you off with 16 h.p.

Your birthplace is Christiania, Norway, which is modern-day Oslo.

Your maximum encumbrance is 163 lbs. You do not suffer any movement penalty if you carry 65 lbs or less.

Natural armor class is 10. Your THAC0 is 20.

Because of your background, you start with an extra proficiency, or five in total. Let me know what you'd like ~ and because, apparently, there's a feeling that people have that I wouldn't let someone just change their mind, just assume the list you choose is "soft." But you have the price list already, so you can figure it out.

Then, have a look at the Fighter Sage Abilities. You will need to pick a field and then a study in that field. When you let me know, we'll calculate the knowledge points you have.

NEXT:

Further notes about your character. We've already covered your brother Lambert. But please let me know what instrument among those listed that you wish to take. This may, when I get started on bardic skills, have some influence in the future.

Regarding your hunger and dehydration, the exact phrasing is old and comes before my recent rules; let's say that your character needs 1/2 lb. less per day, per activity. For example, only needs 1 1/2 lbs. a day when resting, or 3 1/2 lbs. a day when travelling.

You're very slow with a bow, so it is better that you took a crossbow . . .

I will probably forget about your sensitivity to a bright, flashing light; it is the sort of thing that comes up rarely. Please, if you're willing, remind me. I can't make you do it. I wish I had the memory necessary to remember this small stuff.

Your increase in obtaining hirelings is a 50% improvement on your wisdom: thus, you make a wisdom check against your increased wisdom to see if you can find a good hireling, someone with a positive outlook. This is subject to a -2 penalty per degree of hireling above a common light footman, but you can make a check once per day. I'll set a maximum of one check per thousand in population that a city, town or village has (with a minimum of one roll).

At this moment, the lone unoccupied beetle chases Engelhart across the floor, leaving Engelhart with his next move. Lothar is 8 feet up the twine rope, before Engelhart's move. I will presume he continues to climb, but he is free to change his mind if he wants.

Since Engelhart still hasn't rested or removed any of his clothing, he receives 1 more heat damage.

If Lothar continues to climb out, I'll have to retire the above table; after that point, Lothar won't be able to get experience from what happens to Engelhart, so I'll have to continue with a unique table. Once Lothar is out and free, and no longer judging time in rounds, he will get experience. Engelhart will not until he is no longer in damage and can take stock of himself (as Lothar would do on the surface).

Tuesday, December 27, 2016

The beetles surrounding the party move in for the kill. Two beetles from 0910 separate and attack Aleksandra. One beetle attacks Rowan's prone body. The one remaining one on Lothar attacks the ranger and the beetle from 0909 joins in the feast on Gudbrand's corpse.

While the beetle in 0811 misses Aleksandra, unfortunately the other attacking beetle rolls a natural 20. A second d20 roll indicates the damage was doubled, a total of 3 x 2 = 6. As Aleksandra was at -4, this is enough to kill her. She drops and the spear falls to the wet floor.

At the same time, the beetle attacking Rowan tears at his flesh. [ages ago, I made a rule under the paralyzation spell for being attacked while helpless ~ I've just updated this rule as its own wiki page, in the attacking/combat section]. I roll a 5 on a d6, which is multiplied by 1.2, a tenth of Rowan's total hit points above zero. This is sufficient to kill Rowan also.

This leaves one attack on Lothar. The beetle rolls a 9, missing.

Here is how it looks now:

Engelhart's cure light wounds spell is cast ~ see below in the comments for effects on movement. As promised, it being the 12th round and Engelhart removing none of his clothing, I have to roll overheat damage, a total of 0-2 points. I roll 4 on a d6, so that Engelhart takes 1 damage from heat. Unless he rests (uses only 1 AP to do no more than move or locate something to drink), I will be doing this each round going forward.

Lothar can climb the twine at this time, up four feet (-1 for having to leave the combat hex with the beetle. This has an 80% chance of being too high for the beetle to attack. The beetles in 0610 and soon to be in 0710 will likely feast on the dead bodies of Rowan and Aleksandra. This would mean that at the moment, only one beetle, the one in 0808, is truly dangerous.

Friday, December 23, 2016

The beetles eating Gudbrand scatter only momentarily after Rowan's attack on the beetle in 0809, before returning to feed on Gudbrand's corpse. The remaining beetles rush the party, breaking against Rowan and Aleksandra, or circling the dead body towards Lothar. There are no attacks on Engelhart.

Aleksandra, against the wall, is attacked from the front by one beetle, in 0910: it rolls an 8, missing.

Rowan, facing 0809 after killing the last beetle, is attacked on the right by 0909 and on the flank by 0910. The flanking beetle attacks first, rolling a natural 1. Rolling to see if it damages itself, I discover that it does not. The other beetle rolls a 13, that being enough to hit Rowan. The druid takes 5 damage, driving it back into 0710.

That puts Rowan at -5 hit points. I will need a d20 roll from Rowan that is not an attack roll this round.

Finally, against Lothar. The beetle in 0709 expends its whole movement getting to that hex, so it makes no attack on Lothar this round. However, flanking Lothar is a beetle in 0609, and he is attacked from the right by the beetle in 0808. The flanking beetle attacks first, rolling a 13 and hitting Lothar, causing 6 damage and knocking him into hex 0707. The beetle in 0808 then turns and attacks him, rolling a 9 and missing.

Here is the placement of characters following the beetles' move:

That is the beetles' round. Rowan needs to roll his wisdom check, while Aleksandra and Engelhart can take action. Rowan and Lothar are stunned this round.

Here is where the party's experience stands at this moment:

Following the party's last moves, here is the position of the characters and beetles:

Thursday, December 22, 2016

At this point, the beetle atop Gudbrand, along with two other beetles, tear into Gudbrand's body, causing enough damage to kill him and bloody up the corpse.

Most of the remaining beetles turn on Aleksandra, who is isolated from the others, primarily because Engelhart chose not to fill the gap with Lothar. The living assassin is faced from the front by beetles in 0909, 1009 and 1109, with a beetle on her in 1110. The first to attack is 1109, which hits with a 17, causing 6 damage. Aleksandra reels into 0910, reducing her to 4 hp and stunning her.

The beetle in 0909 attacks next, turning and rolling a 11, which she barely sidesteps, taking no damage. The beetle in 1009 rushes into 1010 and rolls a 17, so that Aleksandra is hit again, this time for a terrible 8 damage, tossing her back into the arms of Rowan. There she must make a wisdom check, as she has been reduced to -4 hp (with her wisdom at 60%).

The fourth beetle, that was on Aleksandra's flank, scurries forward into 0910 and attacks from there, gaining a +2 to hit being that Aleksandra and Rowan are now both in a hex together. This last beetle rolls a modified 10, thankfully missing both characters.

While the assassin is getting banged around, Lothar is attacked by a single beetle, from his right front, in 0909. It rolls a 7, missing.

The beetle in 0709 attacks Engelhart, rolling a 3. This also misses.

Here is how things are at the end of the beetle's round:

Engelhart, Lothar and Rowan can all take an action. Note that Rowan can't fight out of the hex containing Aleksandra unless she falls unconscious; if she does remain conscious, she will be unable to remain prone while a beetle is still potentially chewing her legs off ~ meaning that Engelhart will have to move or Lothar will have to make a space. Technically, Rowan can move first of the three, but Rowan can choose to wait to see what happens with the other two.

Also, if Rowan pushes Aleksandra (conscious) into the hexes with Lothar and Engelhart, costing 1 AP, they won't be able to move her again without it costing 2 AP (not going to play games where she can be handed off perpetually without additional penalties. The cost of the extra AP will be due to the others taking an AP to receive her before pushing her into the next hex over.

Tuesday, December 20, 2016

The beetles surround the party. As previously, I'll will do these alphabetically.

Aleksandra ~ you have two beetles rushing you from behind and flanking, and one attacking from the front. The last, in 1009, rolls a 5, missing. The one flanking you, in 1209, rolls a natural 1, falling off balance but otherwise not hurting itself. The one at your rear rolls a modified 8, also missing. You were very lucky.

Engelhart ~ you have only one attacking you, in 0709. It rolls a 12, which would hit AC 8. Your character sheet lists your AC as 10, but you have a shield and leather armor, which should make your AC 7, meaning the beetle misses. I am guessing your high CLO means you are wearing your armor, so I'll not roll damage at this time.

Lothar ~ you have a beetle on your right, one on your flank and one at your rear. The one at your front, in 0708, rolls a 3, proving that I can also roll badly. The one flanking you, in 0808, rolls a modified 9, also missing. Finally, the one at your rear, in 0908, rolls a natural 20. It rolls a 9 to follow, so the damage is doubled. I roll snake-eyes on 2d4 and so you take 2 x 2 = 4 damage. That will stun you, spin you around and cause you to fall back into Engelhart's hex. The bug in 0908 will advance into 0809 after hitting you.

Rowan ~ you have two beetle in front of your, in 0908 and 1009. The one on your left hits first with a 15, causing 5 damage, throwing you back into 0910. The other, like before, rushes into 0909 and rolls a 12, hitting you again, this time for 4 damage, knocking you this time into 0811. The beetle doesn't have enough move to follow you. That makes a total of 9 damage this round, reducing you to zero hit points and leaving you stunned.

Thankfully, Engelhart started this combat in the 4th round - this is therefore only 5 rounds for him, so he is free of CLO damage until round 12 (whew).

Rowan didn't start until the 5th round; therefore, he's not overheating either and won't until the 13th round.

Here's how it looks after the bugs have attacked:

Engelhart, who hasn't hit or been hit yet, can act; Aleksandra also. Lothar and Rowan must wait a round.

Sunday, December 18, 2016

The beetles in 0709 and 1309 are both stunned, so they are no threat; the hexes around them are not considered melee hexes, as these beetles cannot engage.

However, 1209 can engage against Aleksandra and does. It rolls an 8, missing.

The beetle that Engelhart tried to push, in 1009, attacks. It rolls a 7, also missing.

Beetles continue to harry Gudbrand, from 0807 and 0907, the latter climbing up and over the tomb to engage him from above. 0907 rolls a modified 13, missing, but 0807 rolls a 16 and hits. [I see that Gudbrand lists his armor class as 5, but it is actually only 6; a 16 dexterity makes an 8 AC, not a 7]. Gudbrand takes 7 more damage . . . and now he really is in trouble, as he stumbles and falls into 0809.

I will need a d20 roll from Gudbrand. A really important one.

Rowan, too, is in great danger. He is being attacked from 0907, 1008 and 1009.

0907, 1008 and 1009 against Rowan, as the beetle's attack centers on him. With an AC of 8, he is hit by an modified 15 from above, causing 3 damage. Stunned, he falls back into 0909. The beetle in 1008 rushes forward and attacks him again, rolling a 10. The third beetle, in 1009, turns and bites, missing with a 9. Over all, Rowan was very lucky.

At the end of the beetle's attack, here is how it looks:

Now, we're going to have to manage some unpleasantness. I need the CLO for everyone in the party this round. Please post it on the blog, even if it is on your character (will make it easier for me).

As well, Engelhart, Lothar and Aleksandra can all act. Gudbrand is in trouble. He will probably be unconscious. I leave it to the party to handle that. Best of luck.

All the moves above were randomly generated, with the beetles balanced to go after the nearest targets ~ sorry, Aleksandra, the beetle moving over your bo stick was a total aberration. Really a low chance.

All the beetles attack except for the one in 1210: it took five AP to move from 1305, and doesn't have enough move to attack Aleksandra ~ so she gets off easy this round.

Okay, alphabetically:

One beetle, in 0809, attacks Engelhart. He declared he was facing 1009, so it is a flanking attack. I roll an 8, missing. Yes, on a d20.

I have three attacks on Gudbrand, in 0807, 1007 and 1008. All are -1 to attack but the one in 0807 flanks Gudbrand. That one rolls a natural 20; my second d20 roll was a 9. The beetle rolls 5, doubled for 10 damage. Gudbrand is stunned and will stagger into 0908, Rowan's hex, as 1008 is full of combatants. On top of that, the beetle in 1007 rolls a 19, hitting for 4 more damage.

Gudbrand is not dead, not even unconscious; he is, however, at -1 hit points, cannot attack this round and is at 90% of his stat abilities for checks and combat effects.

I have two attacks on Lothar, from 1108 and 1209. The beetle in 1108 hits with a 15, causing 7 damage. That is enough to stun Lothar, throwing him into Aleksandra's hex.

And I have two attacks on Rowan, one from 1008 and the other from 1009. These miss with an 8 and a 9.

So, a brutal round. Here's how it looks:

Aleksandra and Rowan, you can push the stunned people in your hex out of your hex at a cost of 1 AP; you can't push Gudbrand up the slope, however. You choose the hex. You cannot attack out of the hexes you are in without pushing them out. You can, however, move and leave them where they are; it is your choice.

Saturday, December 17, 2016

As none of the bugs are stunned at this point, all five of the bugs immediately near the party are able to attack.

Now, in the comments of the last post, I told Engelhart that any hex with two people could not be attacked out of. This is actually not true of small, somewhat social animals, such as rats, piranha and quite a few insects ~ including these beetles. However, I have arranged it this time so that no hex has two beetles attacking out of it. I won't hold myself to this in the future. The size of the beetles limits their "swarming" to two per hex. Smaller creatures, less than 18 inches in diameter, can swarm three to a hex. The beetles are about two feet long.

Here is the map as the beetles all move on the party:

From highest numbered hex to lowest numbered:

The beetle in 1210 attacks Lothar, hitting with an 18 and causing 3 damage. This does not stun Lothar.

The beetle in 1208, having moved from 1107, attacks Lothar from behind, with +2 to hit. It rolls a 7 and misses.

The beetle in 1108, having moved from 1008, attacks Engelhart, missing with a 6.

The beetle in 1008, having moved from 1207, attacks Rowan, missing with a 2.

The beetle in 1007, attacking Gudbrand from below, getting a penalty of -1 for attacking upwards, misses with a 6.

That is the beetles' attack. The rest come rushing from across the room, but none have enough move to attack. One beetle, in 0807, does reach Gudbrand and engages him in melee (but Gudbrand was already in a melee hex).

By my count, this makes everyone still free to attack, no one stunned. Please take whatever action seems best.

Here is the X.P. total earned so far (please correct me if I've missed caused or received damage at some point):

And here is the party's end of round movement for actions recorded below:

With the bug on the map stunned, the party clusters together. But while the bug in 1210 can neither move nor attack . . .

. . . the beetles that surrounded the hole at 1103 come skittering forward, engaging Lothar, Engelhart and Rowan. None of these have enough move to attack this round, but they are bolstered by the appearance of five more beetles, coming from 0803 and 1002.

Wednesday, December 14, 2016

There are two beetles left, after Gudbrand (with a pinch-hitter) kills one. The remaining two split up, one moving towards Lothar and the other attacking Aleksandra:

Both beetles roll an 11 to hit. This is sufficient to MISS both characters.

I don't need another map, then. Engelhart, you can jump in as you please ~ remember you don't have a weapon drawn yet and a heavy weapon takes time. Lothar and Aleksandra, you're free to act. And Gudbrand, you can do what you would like ~ I won't impose a cut off until around 5 or 6 tomorrow, your time. But I will roll for you again if necessary. And please, please, please, take note that it isn't good enough to rush; you may be wrong in your assumptions about the system. It is natural that, the system being new, there will be time needed to adjust to it.

Also, Rowan, if you are climbing down, you won't appear on the map this round; if you're jumping, you should tell me which of three hexes surrounding the entrance circle you're jumping into, then roll a d20.

The beetles move towards the party (showing the party's last moves with blue arrows):

The three beetles scurry forward to 1008, 1107 and 1208. The latter two of these attack Aleksandra, each moving three hexes before attempting to give her a nasty bite. The third beetle moves adjacent to Lothar and Gudbrand (and Aleksandra too), but does not have enough AP left other than to engage the last two in melee.

Attacking Aleksandra twice, then, the beetle in 1107 rolls and hits with an 18, causing an unpleasant 5 damage. This potentially stuns anyone with up to 20 hit points, so Aleksandra is stunned (can take no action the rest of this round) and staggers back into 1109 (shown with a green arrow). The beetle does not have enough AP to rush into 1108 after her.

The beetle in 1208 misses with a 6.

Thus the arrangement now looks like this:

Whenever possible, I will be zooming in on the immediate action,
but other hexes can still be seen on previous posts or other maps.

The players, with the exception of Aleksandra, can take an action. Engelhart will finish his climb down (please indicate if he's in 0707, 0708 or 0608). Engelhart can only drop into one of those three hexes.

I would like if you could answer some questions about your character. Please keep your answers simple and to the point, if possible. Some of this is information I could take the time looking up, or I could just get you to tell me quickly and easily, saving me time.

Are you usually wearing a helmet or do you envision yourself as bareheaded most of the time?

If you prefer a helmet, what sort is it?

What is the general color of your clothing?

What is the top layer of clothing worn over your shoulders?

Are you usually wearing gauntlets or are you barehanded most of the time?

What is your hair color and description from the character generator?

Take your time and give it some thought. This is how you're going to look most of the time.

Now, the rest of you, don't get too rattled by this. I'll be working on these in order of posting. Aleksandra was just first, is all.

The hardest part of doing Lothar is actually getting a good balance on his 98 lbs. size. I messed with the length of his arms for quite a while. Sorry, Lothar, I decided to have your leather armor under your dress; let me know if there's something you'd like changed:

I have to say that drawing "wheaten" hair against a pale nordic skin presents a contrast issue: but I still think this works for Rowan the Druid, who was next in the order:

This one makes me think the player is just trying to push me to see what I'll do. This is my first character with a beard; I tried something different with the war hammer (which I'm yet unhappy with), and I even got the cross in:

And here, at last, is Gudbrand. I tried to make his hair straighter than that of the other characters, but I didn't seem to manage it. No question, there are still limits on hair. I'm not really happy with the clenched, hand, either ~ looks like a prosthetic. But at least this looks something like the picture for Gudbrand's character:

Saturday, December 10, 2016

The time is about an hour later than the last post, about one in the afternoon.
Where Aleksandra says, "I will pry up the remaining keystone," I need to point out that only one keystone has been removed at that point. There are two keystones that have not been removed. (OOC: I shall endeavor to refer to you as She, Aleksandra. That will be quite easy, once I concentrate on it - I had not, and obviously I defaulted).

I have never been clear on the lowering of the torch concept. If the twine is tied to the handle of the torch, than the fire will curl up the shaft of the torch towards the twine; it can be lowered soon enough that the fire won't envelop the twine, but not if the torch is held in that position for a long time. Moreover, the twine can't be tied in the middle of the torch; the twine has to be balanced towards the oil cloth of the torch that burns, making it difficult to get the burning torch through the hole, if the torch is perpendicular to the hole when it is lit and then lowered. And obviously, if the twine is tied on the burning end . . .

But let's just say I'm quibbling. The party is standing out in the light, looking down into a dark hole, with a torch lit down below, without nearly as much candlelight power as the outside above the barrow. I'm not actually certain this would illuminate anything, not to someone standing outside . . . ah, but I'm probably quibbling again.

The torch can be lowered about fifteen feet (measured by the amount of twine needed, before the torch hits bottom). I'm still not sure what illumination of the subterranean it would provide. Any thoughts on that?

Wednesday, December 7, 2016

Date: 12pm Tuesday, April 19, 1650Location: West of Store Stokka Lake, RogalandWeather: a fresh wind blowing more from the north, now, north-north west, with unchanged chilly weather, with the skies having cleared again. Feels like 1.5 C.

It is not a long walk around the south edge of the lake, and now that it looks like the brewing storm has melted away and given to clear ~ if somewhat crisp ~ skies, you make fair time. Those who have been playing with the clothing insulation calculator will notice they have to take off some of their clothing to avoid taking damage today, as it is hot climbing over deadfall and not tripping over roots.

There is a lot of snow on the ground around the lake, in trenches and low places, but these are easily avoided. The lake, however, is completely clear of ice. The party rounds a hill on the west side of the lake and begins across a flat boggy meadow plain that slowly tilts upwards as they go northwest, into the wind. Occasionally you have to cover your noses with a hand to warm the skin, but it is not cold enough to cause much distress.

Rowan, at one point, stops. As though obtaining information from a race memory, he feels as if the party must have come far enough. Unfortunately, he does not possess geography as a skill, and cannot determine the exact location of whatever you are searching for. To precisely find the proper location from here, he would need to observe the sky at night, allowing for a specific star to rise above the horizon ~ of course, the sky would have to be clear of clouds for that, so this weather would have to hold.

A short note. I have created a clothing chart for determining your clothing comfort level in various weather. You can find a copy of the chart on the Drive.

Also, could you please email me directly at alexiss1@telus.net, so I can have your email address, to give you access to the drive so that you can add files there yourself? Please address any questions about the chart to this post. I now return you to your campaign.

Monday, December 5, 2016

Looking for an acronym for comfortable clo, or clothing insulation, while travelling at an adventurer's pace, then adding it to the list above. I'm thinking perhaps a simpler word, to describe it, like "Ease." Then I could say, "The ease today is 1.61" ~ which it is.

I'm going to deal with the CLO post on Wednesday. For the moment, if people can manage an 'ease' of 1.61, it won't be a bad day for adventuring. At least it isn't raining.

At this point, I don't want to assume anything of the party, so I'll ask ~ are you setting out for the barrow as planned, given the weather?

Party's Answer: Yes
It does not take long for Lothar, hearing Rowan's vague directions to the barrow, to find the right path towards Store Stokka Lake. It is a distance of two miles, that will Lothar's direction will take a little less than three hours. You circumnavigate a small hill just west of Stavanger, then move over rolling country until you reach the lake.

The wind direction swings a little more to the north and you feel a little spattering rain on your faces. Not enough to actually make rain, but the hard wind (which has been blowing without let up since early yesterday) is enough to make horses on the lake when you get there.

The shore seems completely empty, devoid of a dock or even a hut that you can see. Lothar guesses that one trail you passed might lead to some kind of trappers' cabin somewhere to the north, probably on the lake, but he can't be sure how long it would take to find it. The best route around the lake is probably on the south, as you have come out on the left side of a prominent, isolated hill, about a 200 yards wide and 150 feet high. It is quite impressive. There are other isolated hills, less impressive, on the other side of the lake.

Sunday, December 4, 2016

Date: April 18, 1650Location: Stavanger, RogalandWeather: a fresh wind blowing from the west northwest, with chilly weather, a spattering to light rainfall, cloudy skies and a somewhat miserable outlook.
It is six in the evening. The sun is down and the party is gathered together in a long house, a common shelter like many in the town, where residents gather to escape the weather. The house provides benches and a fire, and does not demand that anyone make any purchases or pay a price for being there ~ it is offered as a sort of community indoor "park." However, it isn't closed to the weather, there are no window panes (though you are out of the rain) and the doorways have no doors.

I want the party to take a moment and reconsider the plan to take Engelhart's sloop to Sauda. I wanted to write it in a post because I wanted all to see it.

The boat is open to the weather. With the new CLO rules, now that this has been nailed down as a measure, I can easily impose measures that will represent the weather to your characters. For the first day spent out in the weather that you are short of CLO, your characters will take 1 damage; for a second day, that will double and for a third day, that will treble.

Furthermore, if you're out and you take damage like I describe, you will have to roll to see if you catch a malady of some kind. As Lothar already has one, he is at a greater threat.

In the boat, the only person who will actually be working will be Engelhart. His CLO won't need to be so high, but the rest of you will just be sitting in the boat. In this weather, the rest of you will need 3.44 CLO if you don't want to freeze. I know most of you don't have anything like that. I'm going to rule that rain will double the damage as well.

Now, Engelhart can take his boat the 50 miles to Sauda, and he's likely done it before. But depending on the weather, the actual time it takes could be more than one day. Yes, a ship can travel 24 hours a day, but that's assuming the crew has someone to take a second and third shift. Engelhart is alone (I think). If the ship is running or reaching against the wind, he will make 8 or 10 knots an hour, and be in Sauda by the afternoon; but if he is close-hauling against the wind, he will make 2 knots an hour, which means it will take 24 hours to reach Sauda. That's probably more than two days of work, assuming he's willing and able to work 10 hour days (more than that would mean damage as well).

It depends on the wind in the morning - but it also depends on the wind not changing during the day.

I strongly recommend that you make a bookmark for the drive. I'm going to be using it a lot and this is the last time I'm going to post the link. In future, when I say "the Drive" as a place to go, please assume I mean the Juvenis folder.

I also recommend subscribing to the comments sections of the posts, particularly your original character post. When we're fixing something with the character or updating something, we should go back to that one again and again (and possibly replacing it when the comments field gets past 200).

Please ask questions about the market on this post. Please ask questions about your specific character on your appropriate character post.

And yes, it is deliberately miserable and awful. Welcome to medieval thinking. I tell people, keep a pile of copper, silver and gold in your pocket and then subtract from each type of coin. This will help you NOT have to constantly be making change.

Thursday, December 1, 2016

Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age Engelhart is +1 strength and +1 constitution for being mature. Humans don't adjust for race. This gives you:

As a cleric, you start with 1d8 for hit points. At first level, this is always maximum, so you start with 8 hit points. Your constitution makes this 10. You weigh 171 lbs., so that gives you a d8 for mass hit points. I rolled a 3, so adding all together, your cleric starts with 13 hit points.

Your maximum encumbrance is 141 lbs. You do not suffer any movement penalty if you carry 57 lb. or less.

Natural armor class is 10. Your THAC0 is 20.

Your next step is to choose your cleric spells. You get three spells, which you can find on this table on the wiki. Once you've chosen your spells, we'll move on from there.

Oh, your character was born in Stavanger.

NEXT:

Further details on your sloop. It is sitting in Stavanger harbour, at present tied to your grandfather's dock. 25 feet long, carries 3 tons, requires 1 crew, has a cabin that will sleep 1 person, 2 uncomfortably, maximum speed 10 knots. It is in a state of disrepair, but it will float and can be sailed. It is only 42% of its full condition, however; using Stavanger prices, it needs 1,143 g.p. repairs. If you wanted to sell it, you have an offer of 331 g.p. from the local shipbuilders' guild.

I don't think you'll be using intelligence as an option to other ability checks; it is your lowest stat.

At present, the only family members who can work for you are your sister and your grandfather ~ though they would both be willing. They can both sail, but have no other special abilities.

Don't forget to add 150 to your starting experience.

The -1 modifier is to charisma checks when dealing with tradespersons: it would be effectively an 11 at these times.

Go ahead and buy on the Stavanger prices list. You may put whatever amount of money you wish into the repairs of your sloop if you wish. You should also know that it will degrade a further 19 g.p. per month, whether or not you use it, as this is the minimum maintenance it needs. The repairs are effectively 58 months of the boat having no care taken for it whatsoever.

Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age and race, Lothar gains +1 strength and +1 constitution for being mature, then +1 dexterity and -1 constitution for being an elf. This gives you:

As a ranger, you start with 2d8 for hit points. At first level, this is always maximum, so you start with 16 hp. You weigh 98 lbs., so that gives you a d6 for mass hit points. I rolled maximum, a 6, so adding it all together, your ranger starts with 22 hit points.

Being slight, your maximum encumbrance is 92 lbs. You do not suffer any movement penalty if you carry 37 lb. or less.

Natural armor class is 10. Your THAC0 is 20.

Sorry, Shelby. I'm getting punch drunk. When I first posted this, I assumed you were another Assassin.

Please look at the Ranger Sage Abilities on the wiki. You should pick a field and a study, then we'll roll up your knowledge points.

You should decide on three weapon proficiencies that your character will possess. Rangers can use any weapon, so pick from this list.

Your character is from the village of Sauda, about 55 miles northeast of Stavanger, on the Bokna Fjord. The credit you have is there: if you go to Sauda, there are people from whom you can borrow 500 g.p., to be paid back in 10 years, at 9% interest (they will come looking for you if you don't).

The 450 g.p. of stolen furs that you have are presently being kept hidden under the floor of a hunting lodge that one of your men-at-arms owns through his family, a small building of about 10 square feet about a mile south of Stavanger, in the dense forest. It is pretty safe there.

Do you want to keep your three men-at-arms? They're sappers and skilled miners, but they're expensive. They have their own weapons, but no armor.

A "less chance of an auspicious upbringing" came about because your parents died when soldiers arrested them both for criminal activity, particularly helping thieves fence stolen articles. For you, this was 12 years ago. You only lately learned of the cache of your father's stolen furs when an ex-associate of your father died, leaving you the furs in his will (describing them as "something not to be sold in Stavanger"). From that, you've figured out they were stolen. Assume it's clothing; we'll figure out the exact type of fur when we roll up a pricing table.

The 20% ability to pick pockets is an anachronism now that I'm working on changing the thieving skills in accordance with the sage abilities. Assume you'll have some ability to steal in some fashion, once I rewrite those rules (suspend the ability for the moment).

Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age, Gudbrand gains +1 strength and +1 constitution for being mature. Humans do not adjust for race. This gives you:

As an assassin, you start with 1d8 for hit points. This is a recent change I am making to the assassin character, changing it from a "thief" class to a "fighter" class. At first level, hit points are always maximum, so you start with 8 hit points. You weigh 160 lbs., giving you a d8 for mass hit points. I rolled a 5, so you start with 13 hit points.

Your maximum encumbrance is 169 lbs. You do not suffer any movement penalty if you carry 68 lb. or less.

Natural armor class is 7. Your THAC0 is 20.

I'm afraid that there are three classes for which I have no sage abilities arranged: the assassin, monk and bard. I will be working on these things. In the meantime, you should decide on three weapon proficiencies that your character will possess. Assassins can use any weapon, so pick from this list.

A "strange environment" for your character is anything that cannot occur in the temperate to arctic zone of your experience, or your familiarity with the sea. Thus, a subterranean environment, a jungle or hot desert, anywhere underwater or flying through the air will give you a +2 initiative at the start of a battle.

The medal you won can be explained by your -4 penalty when throwing things at long range. -5 is typical. Therefore, we'll say you won a medal for throwing/firing a weapon. If you wouldn't mind picking a throwing weapon as a proficiency (it would be nice if you picked something traditional for a Norwegian); if you're resistant to that, we can work out something else.

Your penalty of -1 to hit if you're awoken from a sleep lasts the length of the combat that follows.

The -1 modifier when speaking to spellcasters and sages is to charisma checks you must make; effectively, your charisma is 9 with these persons. A "sage" is someone who possesses 100 points of knowledge in any subject.

Please look at the creation I made for Rowan. This will follow the same general pattern. Adjusting for age and race, Aleksandra gains +1 strength and +1 constitution for being mature and +1 constitution and -1 charisma for being a dwarf. This gives you:

As an assassin, you start with 1d8 for hit points. This is a recent change I am making to the assassin character, changing it from a "thief" class to a "fighter" class. At first level, hit points are always maximum, so you start with 8 hit points. Because you are a "fighter" now, the bonus constitution at 17 is +3 per die (for non-fighter classes it would only be +2). This gives you 11 hp. You weigh 106 lbs., giving you a d6 for mass hit points. I rolled a 4, so you start with 15 hit points.

Your maximum encumbrance is 97 lbs. You do not suffer any movement penalty if you carry 39 lb. or less.

Natural armor class is 7. Your THAC0 is 20.

I'm afraid that there are three classes for which I have no sage abilities arranged: the assassin, monk and bard. I will be working on these things. In the meantime, you should decide on three weapon proficiencies that your character will possess. Assassins can use any weapon, so pick from this list.

The gambler skill indicated gives you 10 knowledge points in gambling, regardless of what sage abilities you will later possess. Gambling will probably be an assassin choice, so if you do choose it the 10 points will NOT be added to rolls you make there.

Remember to buy cigars when we get around to buying stuff. You're addicted.

Do you want to keep your man-at-arms? Read rules about followers on the wiki. He may be a friend but he will still have to be paid.

Your penalty of -1 to hit if you're awoken from a sleep lasts the length of the combat that follows.

First things first: we need to adjust your scores for age and race. Being 33, you'll add a point of strength and a point of constitution; your half-elf will lose a point of constitution but gain a point of dexterity. This gives you:

As a druid, you get a d8 for hit points. At first level, this is always the maximum, so you start with 8 hp. You weigh 124 lbs., so that gives a d6 for your mass (see player character hit points under my wiki): I roll this. I get a 4. That starts you off with 12 hit points.

Your birthplace is Egersund, just 40 miles south of Stavanger, on the coast of Rogaland.

Your maximum encumbrance is 120 lbs. You do not suffer any movement penalty if you carry 48 lbs or less.

Have a look at the Druid Sage Abilities. You will need to pick a field and then a study in that field. Druids only have three fields to choose from. When you let me know, we'll calculate the knowledge points you have.

FINALLY:

I have gone through and raised your in-field studies by the 2 point bonus that your tutorial background provided (your natural astronomy should be 14 ~ that's how you'll be sure of the latest totals).

I would presume your conduct that got you banned from inns and taverns has something to do with your druidism (and not being protestant lutheran or some such); if you have another explanation, feel free to give it.

Remember that you have to be alone to surprise 3 in 6.

As yet, I have not imposed any travelling effects/damage, so you need not worry about walking and riding while armored - but that day is coming.

You have no constitution bonus, but you will still reduce frost and fire damage 1 point, one time per day.

The ability to "pacify" is in reference to my old card system, "conflict" ~ here, we'll say that you'll have an opportunity to get one last offer to parley before combat occurs, with a charisma check to see if it is considered (not necessarily respected, but at least considered).